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glcolorconvert: fix rendering rectangular textures with GL3
Rectangular textures are unavailable in unextended GLES2 #version 100 shaders. Fixes texture-target=rectangle ! glcolorconvert ! texture-target=2D There's a couple of differences between GL3 and GLES2/GL - varying -> in or out depending on the stage (vertex/fragment) - attribute -> in - filtered texture access is a single function, texture()
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1 changed files with 201 additions and 76 deletions
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@ -1380,7 +1380,7 @@ _unbind_buffer (GstGLColorConvert * convert)
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static gchar *
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_mangle_texture_access (const gchar * str, GstGLTextureTarget from,
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GstGLTextureTarget to)
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GstGLTextureTarget to, GstGLAPI gl_api)
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{
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const gchar *from_str = NULL, *to_str = NULL;
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gchar *ret, *tmp;
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@ -1394,12 +1394,16 @@ _mangle_texture_access (const gchar * str, GstGLTextureTarget from,
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if (from == GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
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from_str = "texture2D";
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if (to == GST_GL_TEXTURE_TARGET_2D)
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to_str = "texture2D";
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if (to == GST_GL_TEXTURE_TARGET_RECTANGLE)
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to_str = "texture2DRect";
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if (to == GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
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to_str = "texture2D";
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if (gl_api & GST_GL_API_OPENGL3) {
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to_str = "texture";
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} else {
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if (to == GST_GL_TEXTURE_TARGET_2D)
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to_str = "texture2D";
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if (to == GST_GL_TEXTURE_TARGET_RECTANGLE)
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to_str = "texture2DRect";
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if (to == GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
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to_str = "texture2D";
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}
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/* followed by any amount of whitespace then a bracket */
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regex_find = g_strdup_printf ("%s(?=\\s*\\()", from_str);
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@ -1460,12 +1464,200 @@ _mangle_sampler_type (const gchar * str, GstGLTextureTarget from,
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return ret;
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}
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static gchar *
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_mangle_varying_attribute (const gchar * str, guint shader_type,
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GstGLAPI gl_api)
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{
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if (gl_api & GST_GL_API_OPENGL3) {
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if (shader_type == GL_VERTEX_SHADER) {
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gchar *tmp, *tmp2;
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GRegex *regex;
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/* followed by some whitespace */
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regex = g_regex_new ("varying(?=\\s)", 0, 0, NULL);
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tmp = g_regex_replace_literal (regex, str, -1, 0, "out", 0, NULL);
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g_regex_unref (regex);
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/* followed by some whitespace */
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regex = g_regex_new ("attribute(?=\\s)", 0, 0, NULL);
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tmp2 = g_regex_replace_literal (regex, tmp, -1, 0, "in", 0, NULL);
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g_regex_unref (regex);
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g_free (tmp);
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return tmp2;
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} else if (shader_type == GL_FRAGMENT_SHADER) {
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gchar *tmp;
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GRegex *regex;
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/* followed by some whitespace */
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regex = g_regex_new ("varying(?=\\s)", 0, 0, NULL);
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tmp = g_regex_replace_literal (regex, str, -1, 0, "in", 0, NULL);
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g_regex_unref (regex);
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return tmp;
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}
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}
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return g_strdup (str);
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}
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static void
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_mangle_version_profile_from_gl_api (GstGLAPI gl_api, GstGLSLVersion * version,
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GstGLSLProfile * profile)
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{
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if (gl_api & GST_GL_API_OPENGL3) {
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*version = GST_GLSL_VERSION_150;
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*profile = GST_GLSL_PROFILE_NONE;
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} else if (gl_api & GST_GL_API_GLES2) {
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*version = GST_GLSL_VERSION_100;
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*profile = GST_GLSL_PROFILE_ES;
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} else if (gl_api & GST_GL_API_OPENGL) {
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*version = GST_GLSL_VERSION_110;
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*profile = GST_GLSL_PROFILE_COMPATIBILITY;
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}
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}
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static gchar *
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_mangle_shader (const gchar * str, guint shader_type, GstGLTextureTarget from,
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GstGLTextureTarget to, GstGLAPI gl_api, GstGLSLVersion * version,
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GstGLSLProfile * profile)
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{
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gchar *tmp, *tmp2;
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tmp = _mangle_texture_access (str, from, to, gl_api);
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tmp2 = _mangle_sampler_type (tmp, from, to);
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g_free (tmp);
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tmp = _mangle_varying_attribute (tmp2, shader_type, gl_api);
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g_free (tmp2);
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_mangle_version_profile_from_gl_api (gl_api, version, profile);
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return tmp;
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}
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static GstGLShader *
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_create_shader (GstGLColorConvert * convert)
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{
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struct ConvertInfo *info = &convert->priv->convert_info;
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GString *str = g_string_new (NULL);
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GstGLShader *ret = NULL;
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GstGLSLStage *stage;
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GstGLSLVersion version;
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GstGLSLProfile profile;
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gchar *version_str, *tmp;
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const gchar *strings[2];
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GError *error = NULL;
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GstGLAPI gl_api;
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int i;
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gl_api = gst_gl_context_get_gl_api (convert->context);
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ret = gst_gl_shader_new (convert->context);
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tmp =
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_mangle_shader (text_vertex_shader, GL_VERTEX_SHADER, info->templ->target,
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convert->priv->from_texture_target, gl_api, &version, &profile);
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version_str = g_strdup_printf ("#version %s\n",
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gst_glsl_version_profile_to_string (version, profile));
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strings[0] = version_str;
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strings[1] = tmp;
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if (!(stage = gst_glsl_stage_new_with_strings (convert->context,
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GL_VERTEX_SHADER, version, profile, 2, strings))) {
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GST_ERROR_OBJECT (convert, "Failed to create vertex stage");
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g_free (version_str);
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g_free (tmp);
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gst_object_unref (ret);
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return NULL;
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}
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g_free (tmp);
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if (!gst_gl_shader_compile_attach_stage (ret, stage, &error)) {
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GST_ERROR_OBJECT (convert, "Failed to compile vertex shader %s",
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error->message);
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g_clear_error (&error);
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g_free (version_str);
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gst_object_unref (stage);
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gst_object_unref (ret);
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return NULL;
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}
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if (info->templ->extensions)
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g_string_append (str, info->templ->extensions);
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if (convert->priv->from_texture_target == GST_GL_TEXTURE_TARGET_EXTERNAL_OES
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&& info->templ->target != GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
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g_string_append (str, glsl_OES_extension_string);
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if (info->templ->uniforms)
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g_string_append (str, info->templ->uniforms);
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for (i = 0; i < MAX_FUNCTIONS; i++) {
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if (info->templ->functions[i] == NULL)
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break;
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g_string_append_c (str, '\n');
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g_string_append (str, info->templ->functions[i]);
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g_string_append_c (str, '\n');
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}
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g_string_append (str, "\nvarying vec2 v_texcoord;\nvoid main (void) {\n");
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if (info->frag_body) {
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g_string_append (str, "vec2 texcoord;\n");
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if (convert->priv->from_texture_target == GST_GL_TEXTURE_TARGET_RECTANGLE
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&& info->templ->target != GST_GL_TEXTURE_TARGET_RECTANGLE) {
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g_string_append (str, "texcoord = v_texcoord * vec2 (width, height);\n");
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} else {
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g_string_append (str, "texcoord = v_texcoord;\n");
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}
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g_string_append (str, info->frag_body);
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}
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g_string_append (str, "\n}");
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tmp = g_string_free (str, FALSE);
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info->frag_prog = _mangle_shader (tmp, GL_FRAGMENT_SHADER,
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info->templ->target, convert->priv->from_texture_target, gl_api,
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&version, &profile);
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g_free (tmp);
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strings[1] = info->frag_prog;
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if (!(stage = gst_glsl_stage_new_with_strings (convert->context,
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GL_FRAGMENT_SHADER, version, profile, 2, strings))) {
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GST_ERROR_OBJECT (convert, "Failed to create fragment stage");
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g_free (info->frag_prog);
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info->frag_prog = NULL;
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g_free (version_str);
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gst_object_unref (ret);
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return NULL;
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}
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g_free (version_str);
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if (!gst_gl_shader_compile_attach_stage (ret, stage, &error)) {
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GST_ERROR_OBJECT (convert, "Failed to compile fragment shader %s",
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error->message);
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g_clear_error (&error);
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g_free (info->frag_prog);
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info->frag_prog = NULL;
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g_free (version_str);
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gst_object_unref (stage);
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gst_object_unref (ret);
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return NULL;
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}
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if (!gst_gl_shader_link (ret, &error)) {
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GST_ERROR_OBJECT (convert, "Failed to link shader %s", error->message);
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g_clear_error (&error);
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g_free (info->frag_prog);
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info->frag_prog = NULL;
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gst_object_unref (ret);
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return NULL;
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}
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return ret;
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}
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/* Called in the gl thread */
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static gboolean
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_init_convert (GstGLColorConvert * convert)
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{
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GstGLFuncs *gl;
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gboolean res;
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struct ConvertInfo *info = &convert->priv->convert_info;
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gint i;
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@ -1517,70 +1709,8 @@ _init_convert (GstGLColorConvert * convert)
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if (!info->frag_body || info->in_n_textures == 0 || info->out_n_textures == 0)
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goto unhandled_format;
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/* XXX: poor mans shader templating */
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{
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GString *str = g_string_new (NULL);
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int i;
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if (info->templ->extensions)
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g_string_append (str, info->templ->extensions);
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if (convert->priv->from_texture_target == GST_GL_TEXTURE_TARGET_EXTERNAL_OES
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&& info->templ->target != GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
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g_string_append (str, glsl_OES_extension_string);
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if (info->templ->uniforms) {
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gchar *uniforms =
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_mangle_sampler_type (info->templ->uniforms, info->templ->target,
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convert->priv->from_texture_target);
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g_string_append (str, uniforms);
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g_free (uniforms);
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}
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for (i = 0; i < MAX_FUNCTIONS; i++) {
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gchar *function;
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if (info->templ->functions[i] == NULL)
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break;
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function =
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_mangle_texture_access (info->templ->functions[i],
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info->templ->target, convert->priv->from_texture_target);
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g_string_append_c (str, '\n');
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g_string_append (str, function);
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g_string_append_c (str, '\n');
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g_free (function);
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}
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g_string_append (str, "\nvarying vec2 v_texcoord;\nvoid main (void) {\n");
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if (info->frag_body) {
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gchar *body;
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g_string_append (str, "vec2 texcoord;\n");
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if (convert->priv->from_texture_target == GST_GL_TEXTURE_TARGET_RECTANGLE
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&& info->templ->target != GST_GL_TEXTURE_TARGET_RECTANGLE) {
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g_string_append (str,
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"texcoord = v_texcoord * vec2 (width, height);\n");
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} else {
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g_string_append (str, "texcoord = v_texcoord;\n");
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}
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body =
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_mangle_texture_access (info->frag_body, info->templ->target,
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convert->priv->from_texture_target);
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g_string_append (str, body);
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g_free (body);
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}
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g_string_append (str, "\n}");
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info->frag_prog = g_string_free (str, FALSE);
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}
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if (!info->frag_prog)
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goto unhandled_format;
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/* multiple draw targets not supported on GLES2... */
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if (info->out_n_textures > 1 && !gl->DrawBuffers) {
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g_free (info->frag_prog);
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GST_ERROR ("Conversion requires output to multiple draw buffers");
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goto incompatible_api;
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}
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@ -1590,16 +1720,11 @@ _init_convert (GstGLColorConvert * convert)
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(GST_VIDEO_INFO_FORMAT (&convert->out_info) == GST_VIDEO_FORMAT_YUY2 ||
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GST_VIDEO_INFO_FORMAT (&convert->out_info) ==
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GST_VIDEO_FORMAT_UYVY)) {
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g_free (info->frag_prog);
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GST_ERROR ("Conversion requires reading with an unsupported format");
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goto incompatible_api;
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}
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res =
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gst_gl_context_gen_shader (convert->context, text_vertex_shader,
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info->frag_prog, &convert->shader);
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g_free (info->frag_prog);
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if (!res)
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if (!(convert->shader = _create_shader (convert)))
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goto error;
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convert->priv->attr_position =
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